Soldier-4. Traits (see back for details)

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Abilities and Skills Strength 16 +3 Athletics +10 Defenses Traits (see back for details) Soldier-4 Saga Edition RPG Dexterity 16 +3 Acrobatics +3 Initiative +10 Pilot +10 Stealth +3 Constitution 16 +3 Endurance +10 Intelligence 10 +0 Computers +2 General Knowledge +2 Mechanics +2 Wisdom 12 +1 Perception +3 Survival +3 Treat Injury +3 Charisma 11 +0 Deception +2 Gather Information +2 Persuasion +2 Psionics -- Other Statistics Reflex 22 Flat-footed 21 Fortitude 23 Will 15 Speed 4 Threshold 23 Hit Points 60 Hero Points (see back) Indomitable: Get back in the fight after getting beat down. Devestating : Take your enemies down even faster. Autofire Sweep: You have exact control of your cannon. Never Surrender: Stay standing when others would fail. Place Connection sticker here Destiny Point (see back) -1-2 -5-10 Normal Move 1/2 speed Helpless Unconscious or disabled

M Vibrobayonet Standard Action Melee 1 Target: One creature : 1d20 + 7 vs Reflex Hit: 2d6 + 8 damage R Blaster Cannon Standard Action Cone 6 within 15 squares Target: Area : 1d20 + 8 vs Reflex Hit: 3d12 + 2 damage Devestating : Treat your target s damage threshold as 5 less. Indomitable Effect: Once per day, move +5 steps up the CT. Never Surrender Reaction Endurance DC damage Trigger: You drop to 0 HP for the first time this scene Effect: If you succeed at an Endurance check against the damage amount, you are at 1 HP instead. Hero Points: You can spend a Hero Point to do a number of helpful things. Add 1d6 to any d20 roll you make. When you would be killed, fall unconscious instead. Recharge a spent Ghost or Vehicle power. Change the scene in a minor way (eg. declare that your shot created a patch of difficult terrain). Destiny Point: Significantly more powerful. Use it when the chips are down. Automatically score a critical hit (no attack roll required). Automatically cause an attack against you to miss. Act out of turn (changing your initiative order). Take damage that would otherwise harm an adjacent character. Immediately gain three Hero Points. Equipment: You have anything your character would reasonably have. A car, an apartment, etc. Also, you have some mechanically important equipment: Blaster cannon with vibrobayonet attachment (see actions) Heavy Battle Armor (without this, your Reflex is 18/17, your Fortitude and Threshold are 19, and your Strength suffers a -1 penalty but your speed is 6)

Abilities and Skills Strength 9-1 Athletics +1 Dexterity 12 +1 Acrobatics +3 Initiative +3 Pilot +3 Stealth +3 Constitution 12 +1 Endurance +3 Intelligence 14 +2 Computers +9 General Knowledge +4 Koprolu Sector (Kn) +9 Life Sciences (Kn) +9 Social Sciences (Kn) +9 Mechanics +4 Defenses Other Statistics Reflex 16 Flat-footed 15 Fortitude 17 Will 19 Speed 7 Threshold 17 Traits (see back for details) Noble-3 / Soldier-1 Experienced Medic: You re the best there is at what you do. Quick Draw: Weapons (and medpaks) just pop right out. Bolster Ally: Bring allies up the Condition Track. Man Down: Leap to the side of a fallen ally instantly. Place Connection sticker here Saga Edition RPG Wisdom 16 +3 Perception +10 Survival +5 Treat Injury +15 Hit Points 36 Charisma 14 +2 Deception +9 Gather Information +4 Persuasion +9 Hero Points (see back) Destiny Point (see back) -1-2 -5-10 Normal Move 1/2 speed Helpless Unconscious or disabled

M Fist Standard Action Melee 1 Target: One creature : 1d20 + 2 vs Reflex Hit: 1d4 + 1 damage R Flak Pistol Standard Action Ranged 20 Target: One creature : 1d20 + 4 vs Reflex Hit: 3d8 + 2 damage Bolster Ally Support Standard Action Melee touch Target: One creature Effect: Target moves +1 step up the CT. They receive 4 temporary HP if at less than half HP. Man Down Support Reaction Range move speed Trigger: An ally within range drops to 0 HP or less Effect: Move adjacent to the ally without provoking. Quick Draw Effect: Draw a weapon or medpak. (usually a move) Hero Points: You can spend a Hero Point to do a number of helpful things. Add 1d6 to any d20 roll you make. When you would be killed, fall unconscious instead. Recharge a spent Ghost or Vehicle power. Change the scene in a minor way (eg. declare that this truck has a shock blanket). Destiny Point: Significantly more powerful. Use it when the chips are down. Automatically score a critical hit (no attack roll required). Automatically cause an attack against you to miss. Act out of turn (changing your initiative order). Take damage that would otherwise harm an adjacent character. Immediately gain three Hero Points. Equipment: You have anything your character would reasonably have. A car, an apartment, etc. Also, you have some mechanically important equipment: Flak Pistol (see action) Med-kit (this is very heavy it s likely stowed in a corner or a trunk) Medpak x6 (you spend one each time you administer first aid) Combat Medic Armor (this allows you to use Quick Draw with medpaks) Experienced Medic Effect: You can perform surgery on two patients simultaneously, and in ten minutes instead of an hour. Also, you convert any Treat Injury roll of 2-7 into an 8. Rapport Effect: When you take the Aid Another action, you add +4 to your ally s roll.

Abilities and Skills Strength 10 +0 Athletics +2 Defenses Scout-1 / Soldier-1 / Jedi-1 / Scoundrel-1 Traits (see back for details) Saga Edition RPG Dexterity 16 +3 Acrobatics +5 Initiative +5 Pilot +5 Stealth +15 Constitution 13 +1 Endurance +8 Intelligence 12 +1 Computers +8 General Knowledge +3 Mechanics +3 Wisdom 14 +2 Perception +9 Survival +9 Treat Injury +4 Charisma 12 +1 Deception +8 Gather Information +3 Persuasion +3 Psionics +10 Other Statistics Reflex 21 Flat-footed 18 Fortitude 19 Will 17 Speed 6 Threshold 19 Hit Points 49 Hero Points (see back) Psi Training: You can do things nobody else can do. Ghost Assailant: The slightest cover hides you completely. Dastardly Strike: Your shots disable as much as damage. Tough as Nails: You re almost as resilient as the Marine. Place Connection sticker here Destiny Point (see back) -1-2 -5-10 Normal Move 1/2 speed Helpless Unconscious or disabled

M Vibroblade Standard Action Melee 1 Target: One creature : 1d20 + 3 vs Reflex Hit: 2d6 + 2 damage R Sniper Rifle Standard Action Ranged 40 Target: One creature : 1d20 + 7 vs Reflex Hit: 3d8 + 2 damage (3d12 + 2 damage if aiming) Ghost Assailant Requirement: You have total concealment or cover. Target: One creature : Stealth vs Perception Hit: Target is flat-footed against you. Dastardly Strike Trigger: You hit a flat-footed target. Effect: Target moves -1 step down the condition track. Crucial Advice Trigger: You fail a skill check. Effect: Once per scene, reroll the failed skill check with a +2 circumstance bonus. Tough as Nails Effect: Once per day, catch a second wind... again. Shake It Off Two s Effect: Move +2 steps up the Condition Track. Advantageous Cover Requirement: You have cover. Trigger: You are hit with an area attack. Effect: Take no damage. You may use each Ghost power once per scene. If you roll a natural 20 on your Psionics check to activate a Ghost power, recharge all of them. Battle Strike Psionics: DC 15 Effect: Your next attack gains +1 attack and +1d6 damage. Add +1d6 for each +5 over the DC. Hero Point: Add an additional +2d6 damage. Cloak Ghost Ghost Standard Action Psionics: DC 15 Effect: Gain total concealment until your next turn. Gain +2 to Stealth for each +5 over the DC. Hero Point: Increase Stealth by +5. Maintain: Swift action (see equipment). Make a new Psionics check each round. Mind Shard Ghost Standard Action Ranged 12 Target: One creature : Psionics vs Will Hit: Move target -1 step down the condition track. DC 15: 2d8 damage. Add +1d8 for each +5 over the DC. Hero Point: Add an additional +2d8 damage. Hero Points: You can spend a Hero Point to do a number of helpful things. Add 1d6 to any d20 roll you make. When you would be killed, fall unconscious instead. Recharge a spent Ghost or Vehicle power. Change the scene in a minor way (eg. declare that you know a vital piece of information, because, well, psychic). Destiny Point: Significantly more powerful. Use it when the chips are down. Automatically score a critical hit (no attack roll required). Automatically cause an attack made against you to miss. Act out of turn (changing your initiative order). Take damage that would otherwise harm an adjacent character. Immediately gain three Hero Points. Equipment: You have anything your character would reasonably have. A car, an apartment, etc. Also, you have some mechanically important equipment: Custom-built Sniper Rifle (see actions) Vibroblade (see actions) Ghost Reactor Suit (without this, your Psionics, Reflex, Fort, and Threshold all suffer a -2 penalty also maintaining the Cloak power requires a standard action)

Abilities and Skills Strength 12 +1 Athletics +8 Defenses Traits (see back for details) Soldier-3 / Noble-1 Saga Edition RPG Dexterity 14 +2 Acrobatics +2 Initiative +9 Pilot +4 Stealth +2 Constitution 11 +0 Endurance +2 Intelligence 16 +3 Computers +5 General Knowledge +5 Tactics (Kn) +10 Mechanics +5 Other Statistics Reflex 21 Flat-footed 19 Fortitude 18 Will 17 Speed 6 Threshold 18 Combined Fire: You take major advantage of distraction. Born Leader: Your allies react faster with you around. Battle Analysis: You always have an eye on the combat. Coordinated : You are an expert at cover fire. Place Connection sticker here Wisdom 12 +1 Perception +13 Survival +3 Treat Injury +8 Hit Points 52 Charisma 12 +1 Deception +3 Gather Information +3 Persuasion +8 Hero Points (see back) Destiny Point (see back) -1-2 -5-10 Normal Move 1/2 speed Helpless Unconscious or disabled

M Vibrobayonet Standard Action Melee 1 Target: One creature : 1d20 + 4 vs Reflex Hit: 2d6 + 4 damage R Blaster Rifle Standard Action Ranged 30 Target: One creature : 1d20 + 7 vs Reflex Hit: 3d8 + 2 damage Born Leader Support Line of sight Target: Allies within line of sight Effect: Once per scene, targets gain a +1 insight bonus to attack rolls, while within line of sight. Mission Specialist Ranged 12 Trigger: An ally makes an Initiative check. Effect: The ally gains a +2 competence bonus. Coordinated Trigger: You aid another to attack or suppress an enemy. Effect: You automatically succeed. Support Support Hero Points: You can spend a Hero Point to do a number of helpful things. Add 1d6 to any d20 roll you make. When you would be killed, fall unconscious instead. Recharge a spent Ghost or Vehicle power. Change the scene in a minor way (eg. declare that your tactic will work for no other reason than it s yours). Destiny Point: Significantly more powerful. Use it when the chips are down. Automatically score a critical hit (no attack roll required). Automatically cause an attack against you to miss. Act out of turn (changing your initiative order). Take damage that would otherwise harm an adjacent character. Immediately gain three Hero Points. Equipment: You have anything your character would reasonably have. A car, an apartment, etc. Also, you have some mechanically important equipment: Blaster rifle with vibrobayonet attachment (see actions) Medium Battle Armor (without this, your Reflex is 18/17, and your Fortitude and Threshold are 16) Combined Fire Trigger: You hit a target your allies have damaged. Effect: Deal +2 damage. Battle Analysis Tactics DC 15 Effect: Learn which creatures within line of sight are at half their hit points or less.

Scout-1 / Scoundrel-3 Abilities and Skills Strength 10 +0 Athletics +2 Dexterity 18 +4 Acrobatics +6 Initiative +11 Pilot +16 Stealth +11 Constitution 14 +2 Endurance +4 Intelligence 10 +0 Computers +7 General Knowledge +2 Mechanics +7 Wisdom 12 +1 Perception +8 Survival +3 Treat Injury +3 Defenses Other Statistics Reflex 20 Flat-footed 16 Fortitude 17 Will 16 Speed 6 Threshold 17 Hit Points 44 Traits (see back for details) Fool s Luck: Nobody knows why you re so good at this. Hyperdriven: When you need just that little bit extra. Shake It Off: Resilience is necessary after a crash. Vehicular Combat: Do things with ships nobody else can. Place Connection sticker here Saga Edition RPG Charisma 10 +0 Deception +2 Gather Information +2 Persuasion +2 Hero Points (see back) Destiny Point (see back) -1-2 -5-10 Normal Move 1/2 speed Helpless Unconscious or disabled

M Vibroblade Standard Action Melee 1 Target: One creature : 1d20 + 3 vs Reflex Hit: 2d6 + 2 damage R Shrapnel Pistol Standard Action Ranged 20 Target: One creature : 1d20 + 7 vs Reflex Hit: 3d6 + 2 damage Fool s Luck Standard Action Requirement: Once per scene, spend a Hero Point. Effect: Until the end of the scene, gain one of these benefits: +1 luck bonus to attack rolls; +1 luck bonus ; +5 luck bonus to skill rolls. Hyperdriven Effect: Once per day, add +4 to an attack or skill roll. You may do this even after the result is known. Deep-Space Gambit Trigger: You are targeted with an attack. Effect: Once per scene, your opponent must reroll and take the worse result. Desperate Gambit Trigger: You miss with an attack roll. Effect: Once per turn, take a -2 penalty to Reflex in order to reroll your attack. If you rolled a natural 1, take a -5 penalty instead. Shake It Off Two s Effect: Move +2 steps up the Condition Track. Vehicular Combat Trigger: You are targeted with an attack. Effect: Once per round, make a Pilot check. If you beat the attack roll, negate the attack. You may use each Vehicle power once per scene. If you roll a natural 20 on your Pilot check to activate a Vehicle power, recharge all of them. Overwhelming Assault Pilot Target: One vehicle Pilot: DC 20 Effect: Before you attack the target, you may take a penalty to all vehicle attack rolls until the start of your next turn. Add twice that number to damage rolls (before multiplier) against the target. : Change the target. : End the effect. Snap Roll Pilot Reaction Trigger: You are targeted with an attack. Effect: Make a Pilot check. You may replace your Reflex Defense with the result until the start of your next turn. Hero Points: You can spend a Hero Point to do a number of helpful things. Add 1d6 to any d20 roll you make. When you would be killed, fall unconscious instead. Recharge a spent Ghost or Vehicle power. Change the scene in a minor way (eg. declare that you followed a different canyon, putting you behind your quarry). Destiny Point: Significantly more powerful. Use it when the chips are down. Automatically score a critical hit (no attack roll required). Automatically cause an attack made against you to miss. Act out of turn (changing your initiative order). Take damage that would otherwise harm an adjacent character. Immediately gain three Hero Points. Equipment: You have anything your character would reasonably have. A car, an apartment, etc. Also, you have some mechanically important equipment: Shrapnel pistol (see actions) Vibroblade (see actions) Pressurized flight suit

Abilities and Skills Strength 13 +1 Athletics +3 Dexterity 10 +0 Acrobatics +2 Initiative +2 Pilot +2 Stealth +2 Constitution 12 +1 Endurance +3 Intelligence 16 +3 Computers +10 General Knowledge +5 Bureaucracy (Kn) +10 Physics (Kn) +10 Technology (Kn) +10 Mechanics +15 Wisdom 12 +1 Perception +8 Survival +3 Treat Injury +3 Defenses Other Statistics Reflex 19 Flat-footed 16 Fortitude 15 Will 17 Speed 6 Threshold 15 Hit Points 34 Traits (see back for details) Scoundrel-3 / Noble-1 Anticipate Movement: Those hours of chess really pay off. Jury-rigger: Dental floss and chewing gum, baby. Knack: You are truly a jack of all trades. Flash and Clear: Grenades are your weapon of choice. Place Connection sticker here Saga Edition RPG Charisma 14 +2 Deception +9 Gather Information +9 Persuasion +4 Hero Points (see back) Destiny Point (see back) -1-2 -5-10 Normal Move 1/2 speed Helpless Unconscious or disabled

M Fusion Torch Standard Action Melee 2 Target: One creature : 1d20 + 4 vs Reflex Hit: 2d6 + 3 damage; target is on fire R Frag Grenade Standard Action Burst 2 within 6 Target: Ea creature in burst : 1d20 + 6 vs Reflex Hit: 4d6 + 2 damage Miss: Half damage Anticipate Movement Support Reaction Line of sight Target: One ally Trigger: An enemy in line of sight moves. Effect: Once per round, grant the target a free move. Jury-rigger Effect: You may reroll any Mechanics check made to jury-rig but you must take the new result. Hero Points: You can spend a Hero Point to do a number of helpful things. Add 1d6 to any d20 roll you make. When you would be killed, fall unconscious instead. Recharge a spent Ghost or Vehicle power. Change the scene in a minor way (eg. declare that this truck has a PPX-2283 starter... which is exactly what you need). Destiny Point: Significantly more powerful. Use it when the chips are down. Automatically score a critical hit (no attack roll required). Automatically cause an attack against you to miss. Act out of turn (changing your initiative order). Take damage that would otherwise harm an adjacent character. Immediately gain three Hero Points. Equipment: You have anything your character would reasonably have. A car, an apartment, etc. Also, you have some mechanically important equipment: Fusion Torch (see action) Frag Grenades (see action - you start with six) Worker s coveralls (you probably have the tools you need) Knack Effect: Once per day, you may reroll any skill check, keeping the better result Flash and Clear Trigger: You damage a target with a burst or splash. Effect: Gain concealment against that target until the start of your next turn.